From 8fb085f49b6001143c4cf8474ee85000eaef9773 Mon Sep 17 00:00:00 2001 From: "uhangi@gmail.com" Date: Sun, 14 Aug 2011 09:35:44 +0000 Subject: [PATCH] Fixing some balancing issues with riot shields and armor. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2010 316c924e-a436-60f5-8080-3fe189b3f50e --- code/defines/obj/clothing/head.dm | 4 ++-- code/defines/obj/clothing/suit.dm | 18 +++++++++--------- code/modules/mob/living/carbon/human/human.dm | 4 ++-- 3 files changed, 13 insertions(+), 13 deletions(-) diff --git a/code/defines/obj/clothing/head.dm b/code/defines/obj/clothing/head.dm index 8bb91355159..f398f1a24e8 100644 --- a/code/defines/obj/clothing/head.dm +++ b/code/defines/obj/clothing/head.dm @@ -79,7 +79,7 @@ desc = "Someone who wears this will look very smart." icon_state = "detective" allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen) - armor = list(melee = 50, bullet = 40, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0) + armor = list(melee = 50, bullet = 5, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0) /obj/item/clothing/head/powdered_wig name = "powdered wig" @@ -150,7 +150,7 @@ icon_state = "helmet" flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES item_state = "helmet" - armor = list(melee = 75, bullet = 50, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) + armor = list(melee = 75, bullet = 10, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) protective_temperature = 500 heat_transfer_coefficient = 0.10 diff --git a/code/defines/obj/clothing/suit.dm b/code/defines/obj/clothing/suit.dm index a9980a1de9d..c2498e645e8 100644 --- a/code/defines/obj/clothing/suit.dm +++ b/code/defines/obj/clothing/suit.dm @@ -19,14 +19,14 @@ heat_transfer_coefficient = 0.30 body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS slowdown = 2 - armor = list(melee = 20, bullet = 10, laser = 10, taser = 5, bomb = 100, bio = 0, rad = 0) + armor = list(melee = 20, bullet = 5, laser = 10, taser = 5, bomb = 100, bio = 0, rad = 0) /obj/item/clothing/suit/bomb_suit/security desc = "A suit designed for safety when handling explosives. Includes light armoring against non-explosive hazards as well." icon_state = "bombsuitsec" item_state = "bombsuitsec" allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs) - armor = list(melee = 50, bullet = 40, laser = 20, taser = 5, bomb = 100, bio = 0, rad = 0) + armor = list(melee = 50, bullet = 5, laser = 20, taser = 5, bomb = 100, bio = 0, rad = 0) /obj/item/clothing/suit/bio_suit name = "bio suit" @@ -50,7 +50,7 @@ /obj/item/clothing/suit/bio_suit/security icon_state = "bio_security" desc = "A suit that protects against biological contamination. Includes basic armoring against non-bio hazards as well." - armor = list(melee = 30, bullet = 20, laser = 10, taser = 5, bomb = 20, bio = 100, rad = 20) + armor = list(melee = 30, bullet = 0, laser = 10, taser = 5, bomb = 20, bio = 100, rad = 20) /obj/item/clothing/suit/bio_suit/janitor icon_state = "bio_janitor" @@ -72,7 +72,7 @@ item_state = "det_suit" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/weapon/gun/projectile/detective,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/cigpacket,/obj/item/weapon/zippo,/obj/item/device/detective_scanner,/obj/item/device/taperecorder) - armor = list(melee = 50, bullet = 40, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0) + armor = list(melee = 50, bullet = 5, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0) /obj/item/clothing/suit/det_suit/armor name = "armor" @@ -81,7 +81,7 @@ item_state = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO allowed = list(/obj/item/weapon/gun/projectile/detective,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/cigpacket,/obj/item/weapon/zippo,/obj/item/device/detective_scanner,/obj/item/device/taperecorder) - armor = list(melee = 75, bullet = 50, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) + armor = list(melee = 75, bullet = 25, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) /obj/item/clothing/suit/judgerobe name = "judge's robe" @@ -252,7 +252,7 @@ item_state = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO flags = FPRINT | TABLEPASS | ONESIZEFITSALL - armor = list(melee = 75, bullet = 50, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) + armor = list(melee = 50, bullet = 15, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) /obj/item/clothing/suit/armor/hos name = "armored coat" @@ -261,7 +261,7 @@ item_state = "hos" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS flags = FPRINT | TABLEPASS | ONESIZEFITSALL - armor = list(melee = 80, bullet = 60, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) + armor = list(melee = 65, bullet = 30, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) /obj/item/clothing/suit/armor/a_i_a_ptank desc = "A wearable bomb with a health analyzer attached" @@ -276,7 +276,7 @@ flags = FPRINT | TABLEPASS | CONDUCT | ONESIZEFITSALL body_parts_covered = UPPER_TORSO|LOWER_TORSO canremove = 0 - armor = list(melee = 75, bullet = 50, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) + armor = list(melee = 50, bullet = 15, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0) /obj/item/clothing/suit/armor/captain name = "Captain's armor" @@ -293,7 +293,7 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen) slowdown = 1.5 - armor = list(melee = 60, bullet = 50, laser = 50, taser = 25, bomb = 50, bio = 20, rad = 20) + armor = list(melee = 65, bullet = 50, laser = 50, taser = 25, bomb = 50, bio = 20, rad = 20) /obj/item/clothing/suit/armor/centcomm name = "Cent. Com. armor" diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index cfac036c29c..9f9dddb11e8 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -204,12 +204,12 @@ return if (istype(l_hand, /obj/item/weapon/shield/riot)) - if (prob(50 + round(P.damage / 3))) // the more damage a projectile does, the more likely to block it + if (prob(50 - round(P.damage / 3))) // the less damage a projectile does, the more likely to block it //changed from "the more damage" to "the less", because that makes no sense show_message("\red Your shield blocks the blow!", 4) return if (istype(r_hand, /obj/item/weapon/shield/riot)) - if (prob(50 + round(P.damage / 3))) + if (prob(50 - round(P.damage / 3))) show_message("\red Your shield blocks the blow!", 4) return